/*
 * This file is part of the OregonCore Project. See AUTHORS file for Copyright information
 *
 * This program is free software; you can redistribute it and/or modify it
 * under the terms of the GNU General Public License as published by the
 * Free Software Foundation; either version 2 of the License, or (at your
 * option) any later version.
 *
 * This program is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
 * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
 * more details.
 *
 * You should have received a copy of the GNU General Public License along
 * with this program. If not, see <http://www.gnu.org/licenses/>.
 */

/* ScriptData
SDName: Boss_Hazzarah
SD%Complete: 100
SDComment:
SDCategory: Zul'Gurub
EndScriptData */

#include "ScriptMgr.h"
#include "ScriptedCreature.h"
#include "zulgurub.h"

#define SPELL_MANABURN         26046
#define SPELL_SLEEP            24664

struct boss_hazzarahAI : public ScriptedAI
{
    boss_hazzarahAI(Creature* c) : ScriptedAI(c) {}

    uint32 ManaBurn_Timer;
    uint32 Sleep_Timer;
    uint32 Illusions_Timer;

    void Reset()
    {
        ManaBurn_Timer = 4000 + rand() % 6000;
        Sleep_Timer = 10000 + rand() % 8000;
        Illusions_Timer = 10000 + rand() % 8000;
    }

    void EnterCombat(Unit* /*who*/)
    {
    }

    void UpdateAI(const uint32 diff)
    {
        if (!UpdateVictim())
            return;

        //ManaBurn_Timer
        if (ManaBurn_Timer <= diff)
        {
            DoCastVictim( SPELL_MANABURN);
            ManaBurn_Timer = 8000 + rand() % 8000;
        }
        else ManaBurn_Timer -= diff;

        //Sleep_Timer
        if (Sleep_Timer <= diff)
        {
            DoCastVictim( SPELL_SLEEP);
            Sleep_Timer = 12000 + rand() % 8000;
        }
        else Sleep_Timer -= diff;

        //Illusions_Timer
        if (Illusions_Timer <= diff)
        {
            //We will summon 3 illusions that will spawn on a random gamer and attack this gamer
            //We will just use one model for the beginning
            Unit* pTarget = NULL;
            for (uint8 i = 0; i < 3; ++i)
            {
                pTarget = SelectUnit(SELECT_TARGET_RANDOM, 0);
                if (!pTarget)
                    return;

                Creature* Illusion = me->SummonCreature(15163, pTarget->GetPositionX(), pTarget->GetPositionY(), pTarget->GetPositionZ(), 0, TEMPSUMMON_TIMED_OR_CORPSE_DESPAWN, 30000);
                if (Illusion)
                    Illusion->AI()->AttackStart(pTarget);
            }

            Illusions_Timer = 15000 + rand() % 10000;
        }
        else Illusions_Timer -= diff;

        DoMeleeAttackIfReady();
    }
};
CreatureAI* GetAI_boss_hazzarah(Creature* pCreature)
{
    return new boss_hazzarahAI (pCreature);
}

void AddSC_boss_hazzarah()
{
    Script* newscript;
    newscript = new Script;
    newscript->Name = "boss_hazzarah";
    newscript->GetAI = &GetAI_boss_hazzarah;
    newscript->RegisterSelf();
}

